1/*
2 * Copyright (C) 2011-2012 The Android Open Source Project
3 *
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
7 *
8 *      http://www.apache.org/licenses/LICENSE-2.0
9 *
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
15 */
16
17
18#include "rsdCore.h"
19#include "rsdAllocation.h"
20#include "rsdProgramVertex.h"
21#include "rsdShader.h"
22#include "rsdShaderCache.h"
23
24#include "rsContext.h"
25#include "rsProgramVertex.h"
26#include "rsProgramFragment.h"
27
28#include <GLES/gl.h>
29#include <GLES/glext.h>
30#include <GLES2/gl2.h>
31#include <GLES2/gl2ext.h>
32
33using android::renderscript::Allocation;
34using android::renderscript::Context;
35using android::renderscript::Program;
36using android::renderscript::ProgramFragment;
37using android::renderscript::ProgramVertex;
38
39bool rsdProgramVertexInit(const Context *rsc, const ProgramVertex *pv,
40                          const char* shader, size_t shaderLen,
41                          const char** textureNames, size_t textureNamesCount,
42                          const size_t *textureNamesLength) {
43    RsdShader *drv = new RsdShader(pv, GL_VERTEX_SHADER, shader, shaderLen,
44                                   textureNames, textureNamesCount, textureNamesLength);
45    pv->mHal.drv = drv;
46
47    return true;
48}
49
50static void SyncProgramConstants(const Context *rsc, const Program *p) {
51    for (uint32_t ct=0; ct < p->mHal.state.texturesCount; ct++) {
52        const Allocation *a = p->mHal.state.textures[ct];
53        if (!a) {
54            continue;
55        }
56        DrvAllocation *drvAlloc = (DrvAllocation *)a->mHal.drv;
57        if (drvAlloc->uploadDeferred) {
58            rsdAllocationSyncAll(rsc, a, RS_ALLOCATION_USAGE_SCRIPT);
59        }
60    }
61}
62
63void rsdProgramVertexSetActive(const Context *rsc, const ProgramVertex *pv) {
64    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
65
66    SyncProgramConstants(rsc, pv);
67    dc->gl.shaderCache->setActiveVertex((RsdShader*)pv->mHal.drv);
68}
69
70void rsdProgramVertexDestroy(const Context *rsc, const ProgramVertex *pv) {
71    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
72
73    RsdShader *drv = nullptr;
74    if(pv->mHal.drv) {
75        drv = (RsdShader*)pv->mHal.drv;
76        if (rsc->props.mLogShaders) {
77            ALOGV("Destroying vertex shader with ID %p", (void*)pv);
78        }
79        if (drv->getStateBasedIDCount()) {
80            dc->gl.shaderCache->cleanupVertex(drv);
81        }
82        delete drv;
83    }
84}
85
86bool rsdProgramFragmentInit(const Context *rsc, const ProgramFragment *pf,
87                            const char* shader, size_t shaderLen,
88                            const char** textureNames, size_t textureNamesCount,
89                            const size_t *textureNamesLength) {
90    RsdShader *drv = new RsdShader(pf, GL_FRAGMENT_SHADER, shader, shaderLen,
91                                   textureNames, textureNamesCount, textureNamesLength);
92    pf->mHal.drv = drv;
93
94    return true;
95}
96
97void rsdProgramFragmentSetActive(const Context *rsc, const ProgramFragment *pf) {
98    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
99
100    SyncProgramConstants(rsc, pf);
101    dc->gl.shaderCache->setActiveFragment((RsdShader*)pf->mHal.drv);
102}
103
104void rsdProgramFragmentDestroy(const Context *rsc, const ProgramFragment *pf) {
105    RsdHal *dc = (RsdHal *)rsc->mHal.drv;
106
107    RsdShader *drv = nullptr;
108    if(pf->mHal.drv) {
109        drv = (RsdShader*)pf->mHal.drv;
110        if (rsc->props.mLogShaders) {
111            ALOGV("Destroying fragment shader with ID %p", (void*)pf);
112        }
113        if (drv->getStateBasedIDCount()) {
114            dc->gl.shaderCache->cleanupFragment(drv);
115        }
116        delete drv;
117    }
118}
119
120
121